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  • SEO - What's it All About?

    There's no doubt about it: the digital world is awash with frightening-sounding acronyms. While many of them can be ignored, SEO is definitely one that needs attention. Here's a quick overview of some of the SEO basics.

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  • Deciphering a Search Engine Optimization Analysis

    A search engine optimization analysis is a tool that web developers can use to track how well their sites are showing up on the most popular search engines. There are several types of analysis software and services available that will give a good reading of your website's real optimization level. Ideally, a business website will be ranked near the top of search engine results, which will drive more traffic to the site.

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  • Conférence virtuelle Helios In Action à l'occasion de la sortie annuelle d'une version majeure d'Ecl

    Citation: On June 24, the Eclipse Foundation is presenting Helios In Action - a virtual conference where you can interact with project leads involved in the release and see demos of the new features. The annual simultaneous release has now grown to 39 projects with over 33 million lines of code, contributed by committers around the world. With such a large global community, Eclipse wants to bring Helios to you! Bonjour, La fondation Eclipse a planifié, comme l'an passé, une conférence virtuelle sous le nom de...

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  • The Power of AJAX and How to Use it

    Since its conception in 2005, AJAX (Asynchronous Javascript and XML) has changed the web world as we know it today. It's helped websites evolve into RIAs (rich internet applications) by allowing webpages to make direct requests to a web server without reloading the page. This capability is vital in replicating the rich user experiences achieved in client applications. The purpose of this post is to help newcomers understand the different ways that AJAX can be used to create RIAs.

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • How do I create weapon attachments?

    - by Tron86
    My question is; I am developing a game for XNA and I am trying to create a weapon attachment for my player model. My player model loads the .md3 format and reads tags for attachment points. I am able to get the tag of my model's hand. And I am also able to get the tag of my weapon's handle. Each tag I am able to get the rotation and position of and this is how I am calculating it: Model.worldMatrix = Matrix.CreateScale(Model.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(MathHelper.PiOver2); Pretty simple, the player model has a scale and its orientation(it loads on its side so I just use a 90 degree X axis rotation, and a Y axis rotation to face away from the camera). I then calculate the torso tag on the lower body, which gives me a local coordinate at the waist. Then I take that matrix and calculate the tag_weapon in the upper body. This gives me the hand position in local space. I also get the rotation matrix from that tag that I store for later use. All this seems to work fine. Now I move onto my weapon: Matrix weaponWorld = Matrix.CreateScale(CurrentWeapon.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * TagRotationMatrix * Matrix.CreateTranslation(HandTag.Position) * Matrix.CreateRotationY(PlayerRotation) * Matrix.CreateTranslation(CollisionBody.Position) * You may notice the weapon matrix gets rotated by 90 degress on the X axis as well. This is because they load in on their sides. Once again this seems pretty simple and follows the SRT order I keep reading about. My TagRotation matrix is the hand's rotation. HandTag.Position is its position in local space. CreateRotationY(PlayerRotation) is the player's rotation in world space, and the CollisionBody.Position is the player's world location. Everything seems to be in order, and almost works in game. However when the gun spawns and follows the player's hand it seems to be flipped on an axis every couple frames. Almost like the X or Y axis is being inversed then put right back. Its hard to explain and I am totally stumped. Even removing all my X axis fixes does nothing to solve the problem. Hopefully I explained everything enough as I am a bit new to this! Thanks!

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  • 1st New England Business Intelligence Code Camp

    This is a major Business Intelligence community event for Developers and IT professionals that focus on building real-world BI solutions using the Microsoft Business Intelligence Platform tools and technology on May 22nd 2010! May 22 in Waltham, MA

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  • Great Websites Are the Windows of Your Online Success

    The World Wide Web is continuing to expand unabated at phenomenal rates, even in recent times, when many conventional businesses and individuals are suffering from the worst economic downturn in decades. The reason behind this amazing explosion of activity is quite clear. More and more people are turning to the internet as a means of earning either a second income stream, or indeed, making the internet their main source of income, and creating new websites is the premier choice of "shop window" for most online businesses.

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  • Google Optimization - Your Key For Online Success

    The online market is a highly attractive and lucrative one, in case you need to succeed on the internet there are a lot of different avenues however the one that stands way above all other options is Google. Website business owners can make the most of their online ventures with Google Optimization. A form of SEO or search engine optimization that primarily concentrates on the world's most popular search engine, Google optimization can offer a lot of benefits to your business.

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • State Transition Constraints

    Data Validation in a database is a lot more complex than seeing if a string parameter really is an integer. A commercial world is full of complex rules for sequences of procedures, of fixed or variable lifespans, Warranties, commercial offers and bids. All this requires considerable subtlety to prevent bad data getting in, and if it does, locating and fixing the problem. Joe Celko shows how useful a State transition graph can be, and how essential it can become with the time aspect added.

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  • SEO Link Building - An Important Part of Online Marketing

    You must remember that SEO link building is something that is a very important part of online marketing. The latter is a field that has in recent times become a real money churner for corporate conglomerates. SEO link building is so important that now you have marketing companies that specialize in this particular field alone. It should be noted that such online marketing per se will not help you garner great sales; you should also be highly involved in social media as well.

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  • Linux : Microsoft et SUSE renforcent leur partenariat autour de l'interopérabilité pour optimiser les environnements hétérogènes

    Linux : Microsoft et SUSE renforcent leur partenariat Pour l'optimisation des datacenters et l'interopérabilité A l'occasion de la 5ème édition de l'Open World Forum, Microsoft et SUSE ont annoncé le renforcement de leur partenariat avec le lancement d'une plateforme d'évaluation conjointe. « Depuis plus de 10 ans, Microsoft travaille à l'ouverture et l'interopérabilité de ses technologies. A travers cet engagement de long terme, notre objectif est d'offrir de véritables solutions d'optimisation des investissements et des compétences pour les environnements hétérogènes en Cloud privé comme en Cloud public », explique Frédéric Aatz, Directeur de la stratégie interopérabilité de Mic...

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  • SEO Can Really Help Your Company

    As the corporate world becomes ever more information hungry, SEO has become an integral part of marketing strategy. Most companies know that having a website is good for business but few understand how to make it work properly for them. Engaging a reputable SEO firm to do the work for them is the best way forward because if you cannot be found when potential customers are looking for you, you will not have an effective presence online.

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  • Are small amounts of functional programming understandable by non-FP people?

    - by kd35a
    Case: I'm working at a company, writing an application in Python that is handling a lot of data in arrays. I'm the only developer of this program at the moment, but it will probably be used/modified/extended in the future (1-3 years) by some other programmer, at this moment unknown to me. I will probably not be there directly to help then, but maybe give some support via email if I have time for it. So, as a developer who has learned functional programming (Haskell), I tend to solve, for example, filtering like this: filtered = filter(lambda item: included(item.time, dur), measures) The rest of the code is OO, it's just some small cases where I want to solve it like this, because it is much simpler and more beautiful according to me. Question: Is it OK today to write code like this? How does a developer that hasn't written/learned FP react to code like this? Is it readable? Modifiable? Should I write documentation like explaining to a child what the line does? # Filter out the items from measures for which included(item.time, dur) != True I have asked my boss, and he just says "FP is black magic, but if it works and is the most efficient solution, then it's OK to use it." What is your opinion on this? As a non-FP programmer, how do you react to the code? Is the code "googable" so you can understand what it does? I would love feedback on this :) Edit: I marked phant0m's post as answer, because he gives good advice on how to write the code in a more readable way, and still keep the advantages. But I would also like to recommend superM's post because of his viewpoint as a non-FP programmer.

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